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Never Bring A Knife box art
Rich game profile

Never Bring A Knife

It was the critical moment in the heist of a lifetime when you found out the gang was compromised. Now it’s undercover cops and hardened criminals in a desperate shootout . . . and no one knows who’s who. Never Bring a Knife is a light, quick social deduction card game with less...

Players

4-8

Time

20-30

Age

17+

Weight

1.5

Rating

7.40

Should this hit the table?

Quick read before the metadata.

Moderate level of interaction with a mix of direct and strategic confrontation, frequent need to pay attention to other players' actions, and limited emphasis on cooperation.

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.2

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation, frequent need to pay attention to other players' actions, and limited emphasis on cooperation.

Replay value

Never Bring a Knife has a high variability gameboard, impactful expansions, deep strategic possibilities, moderate player interaction, good scalability, and a moderate easiness to learn. Overall, it offers a high level of replayability.

Luck profile

The final luck score for Never Bring a Knife is 6, indicating a balanced mix of luck and strategy. The game outcome is influenced by random elements like dice rolls or card draws, but players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. While luck plays a significant role, player strategy and decisions also play a crucial part in determining the game's outcome.

Overview

What ABG knows about this game

It was the critical moment in the heist of a lifetime when you found out the gang was compromised. Now it’s undercover cops and hardened criminals in a desperate shootout . . . and no one knows who’s who. Never Bring a Knife is a light, quick social deduction card game with less talking and more shooting. It's got fast-paced action inspired by modern action movies, and a new mechanical approach that's a breath of fresh air in the social deduction genre. When the first player falls, everyone who had the same role — Cops or Criminals — loses. The whole other team wins. Find your friends, keep your head down, and don’t tip your hand! —description from the publisher Each player starts the game knowing their own role, and the role of the player to their left. Then, in each round of play, every player plays and receives four cards like Gun, Armor, Money, Crime, and Intel. Some are played face-up and some face-down, according to three simple rules. Then, all cards are revealed and everyone learns who was shot, who was wounded, who banked money, and who learned what. Finally, players can spend money to treat wounds or learn even more about the other players' roles before the next round begins. When someone has taken three wounds, they fall, their whole team loses, and the other team wins.

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Editions

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Credits

People and publishers

Designers

2
Maggie Clyne Jordan Clyne

Artists

1
James Mosingo

Publishers

1
Atlas Games

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